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Special Ally Lists

From NU: Carnival Guides
Revision as of 04:21, 23 February 2026 by Ayleria (talk | contribs)

The following lists have been curated to help with team preparation. They include allies that fit special categories, and the tables attempt to display what information is relevant.

Damage Type Focus

These particular abilities are types of damage that teams can be built around.

  • Follow-up attacks accompany a unit's Basic attack, hitting the enemy for additional damage.
  • Turn-by-turn damage, often referred to as bleed, damage-over-time, or poison, causes the enemy to take continual damage after each round is completed. This is directly inflicted on the enemy, so it will not count as an additional hit.
  • Note that this skill can be detrimental when the enemy requires healing since this skill will always cause damage.
  • Trigger skills are as they sound: skills that are triggered on a specific condition. For most units, these are written with "on" or "when" a particular condition is reached. These skills will grant either more damage or more healing at that condition.
  • Ultimate skills are used by the majority of allies to damage enemies. However, some allies are particularly skilled in very high ultimate skill damage, sometimes called burst damage. This produces a very high damage number all at once!
  • Most units that can hit multiple enemies are extremely useful in grinding or against boss stages with multiple enemies. They can significantly shorten the amount of turns needed to defeat the enemies. Some attack all enemies, while others attack only certain enemy slots.
  • For units that hit only certain slots, if those enemy slots are not filled, the unit will instead hit another slot at random. If there is only a single enemy, that means they will hit that enemy multiple times.

Special Skills

  • Several skills will lower enemy attack, allowing the party to take less damage. This is especially useful on enemy Ultimate skills!
  • Allies heal themselves when the blood sucking effect is active.
  • Damage reduction is useful against powerful enemy attacks, allowing the party to take less damage when it is active. Guardians typically have the skill, but other allies can grant it to the entire party.
  • Several skills also lower enemy defenses, allowing the party to take advantage of the skill to cause the enemy higher damage. This is also useful for stages where the enemy has high damage reduction abilities.
  • Many enemies will use guard to half the damage given to them. This is often accompanied by a taunt, forcing the user to attack them rather than any other enemies on the battlefield. Even worse, bosses may use this skill right before a special attack, so you may be required to break their guard to avoid death.
  • Paralysis, Silence, and Sleep are status effects that may be inflicted on the enemy, often with only a small chance of triggering. Paralysis prevents the enemy from acting on that turn. Sleep keeps the enemy from acting until damage is inflicted. Silence prevents the enemy from using an ultimate. Most bosses are immune to these three status effects, but there are a few cases where they can be used.
  • The ultimate cooldown is normally fixed, but can be rarely modified by skills.
  • Units with recovery down are especially useful when an enemy heals itself. By lowering their recovery rate, you are able to keep damaging the enemy without losing all your progress. Please note if the boss stage requires you to heal the enemy, you should never use these characters in that fight!
  • Shields can be stacked on top of an ally's current HP to act as a damage buffer. Some allies, such as Guardians, use them to protect themselves, but others may use them on the entire party.
  • Taunt is often used by Guardians to force the enemy to target them, rescuing the rest of the party from damage. It can also be used by other allies that counter (see Trigger Focus), allowing the ally to attack more often.